| Cost |
Name |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 0 |
Climbing 8- |
| 3 |
Combat Driving 14- |
| 3 |
Concealment 12- |
| 3 |
Deduction 12- |
| 10 |
Defense Maneuver I-IV |
| 3 |
KS: Famous Battlefields 12- |
| 3 |
KS: Historical Battles 12- |
| 0 |
Language: English (completely fluent; literate) (4 Active Points) |
| 2 |
Navigation (Land) 12- |
| 3 |
Oratory 15- |
| 0 |
Paramedics 8- |
| 3 |
Persuasion 15- |
| 8 |
PS: Soldier 17- |
| 8 |
PS: Arms Merchant 17- |
| 5 |
Rapid Attack (HTH) |
| 3 |
Riding 14- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 19 |
Tactics 20- |
| 2 |
TF: Equines, Small Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
| 13 |
WF: Common Melee Weapons, Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Staffs, Vehicle Weapons (AFVs) |
| 24 |
+3 with All Combat |
| 118 |
Total Skills Cost |
| Cost |
Name |
| 11 |
Money: Filthy Rich: Illegal Arms Merchant |
| 11 |
Total Perks Cost |
| Cost |
Name |
| 20 |
Danger Sense (self only, out of combat) 15-/12- |
| 4 |
Mounted Warrior (HTH Combat) |
| 20 |
Universal Translator 12- |
| 44 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 50 |
Sword of War: Killing Attack (HTH) 2 1/2d6 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (50 Active Points)
Notes: This is a manifestation of the power, not a focus and so can appear as any melee type weapon. | 2 |
| 49 |
Horseman Aspect: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change, Makeover (-8 COM), Costs END Only To Change Shape (+1/4)
Notes: When a Horseman is Resurrected they do not come back in their own body as they are basically 'spirit' therefore they will chose a body and inhabit it destroying the former owner. This power changes them from that body to an incarnation of their aspect, i.e. Death, War etc. | 4 |
| 47 |
Immortal Spirit: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character does not sleep)
Notes: All of his Life Support does affect the body he inhabits. | 0 |
| 23 |
Aura of War: Mind Control 1d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Cumulative (96 points; +1 1/2), Area Of Effect (32" Radius; +2); Only to induce Beserk (-1/2)
Notes: Uses this power always when in his 'aspect'. | 0 |
| 15 |
Tough Skin: Damage Resistance (18 PD/12 ED)
Notes: This appears as a suit of plate armor. | 0 |
| 11 |
Unkillable: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2)
Notes: All of the Horsemen are effectively unkillable. Yes, their body can be destroyed but they will always come back. Usually this takes a couple of years. | 0 |
| 9 |
Situational Awarness: +3 PER with all Sense Groups | 0 |
| 8 |
Nah, Can't See Doing That: Mental Defense (15 points total) (12 Active Points); vs. Mind Control, Illusions only (-1/2) | 0 |
| 212 |
Total Powers Cost |
| Cost |
Maneuver |
|
Weapons Combat |
| 5 |
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike |
| 4 |
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 4 |
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove |
| 4 |
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike |
| 4 |
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 90 STR to resist Shove; Block, Abort |
| 4 |
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 90 STR to Shove |
| 1 |
8) Weapon Element: Axes, Maces, and Picks |
| 1 |
9) Weapon Element: Blades |
| 1 |
10) Weapon Element: Clubs |
| 1 |
11) Weapon Element: Polearms |
| 34 |
Total Martial Arts Cost |
|